Adhocracy Incorporated

Adhocracy

One day our wormhole was time dilated, only our wormhole and with only 5 people in it at that time.

Care to shed some light on the possible reason as to why that would happen?

Easy: It was on the same node as a different W-space system (or k-space, but I think all w-space systems are on w-space only nodes) that was under heavy load. TiDi applies to ALL systems on the node, regardless of how busy any individual system is. I've ended up in a nullsec system being the only one in local and the system at 50% TiDi.

Remember, nodes are huge clusters of systems. I've heard rumors that W-space may run on region-sized nodes because of the relatively low population, meaning that only one system in your entire region has to be loaded enough to trigger TiDi for you to experience it in your system.

EDIT: Beaten by Veritas. Curses!

Ministry of War

Amarr Empire

TiDi works wonderfully and is possibly one of the greatest improvements to large fleet fights in the past couple years. Add in client side optimizations in the coming months and null sec will be happier than it ever has been. Keep up the great work CCP Veritas and Team Gridlock! We love you long time for improving our overall game experience.

Sebiestor Tribe

Minmatar Republic

Congrats on TiDi guys - that and the compressed local were enough to make me resub for a year. Hopefully the coming year sees continued UI and performance improvements.

I think the major pain point right now is around session changes - not just the timer, but delays incurred due to jumping, docking, and logging in. TiDi really exposes how bad this is, since it makes the rest of the game much less painful. I realize it's probably a pretty fundamental problem, but it would be well worth the time invested if you guys could work out some kind of precache strategy or something to make session changes less costly.

Also, I think TiDi magnifies the effect of session changes during jumping. Before TiDi, traffic control would have a tendency to spread a large fleet out among several systems by keeping people from jumping. TiDi encourages a clumping effect, though - the main blob of the fleet slows down whatever node they're on. As people leave a system it speeds up, so they warp faster into the overloaded system where everyone is warping under time dilation. Traffic Control kicks in hardcore and annoys people, but it can't actually help the problem.

One possible solution would slow down the rate at which dilation reduces when people leave a system. The idea would be to keep people in the outbound system slowed long enough for people to pass through the inbound system, thus preventing a big traffic jam.

I suppose the trick now is to use TiDi to be able to drop a system to 0% for a few seconds while it changes to a reinforced node without losing any players. Also: instead of disconnecting everyone over DT, the universe drops to 0% for the 15 minutes or so, then ramps back up when everything's done.

V.I.C.E.

The soon-to-be-released client performance optimizations from Team Gridlock got a minor mention, but imho they are majorly full of win.

Does this mean you're fixing bracket lag?!?

I did the last Sisi test. Bracket lag was much improved. I was able to "show all brackets" and still be able to do stuff. Also I was able to click back and forth between overview tabs without the client becoming a hopeless lagged out mess. Thanks CCP Veritas!

Now about collateral TiDi (that is TiDi in systems which have few people in them, due to a big event elsewhere). One way to reduce this is to just have more nodes. Any options for just getting more hardware? After all if you had 8000 supernodes the issue goes away. Or how about having multiple "virtual" nodes on one real node?